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<!DOCTYPE HTML>
<html lang="en">
	<head>
		<title>three.js - materials WebGL</title>
		<meta charset="utf-8">
		<style type="text/css">
			body {
				font-family: Monospace;
				background-color: #000;
				margin: 0px;
				overflow: hidden;
			}
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			#log { color:#fff; position:absolute; top:50px; text-align:left; display:block; z-index:100; pointer-events:none; }
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		</style>
	</head>
	<body>

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		<pre id="log"></pre>
		
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		<script type="text/javascript" src="../build/Three.js"></script>

		<script type="text/javascript" src="../src/extras/primitives/Sphere.js"></script>
		<script type="text/javascript" src="../src/extras/primitives/Plane.js"></script>

		<script type="text/javascript" src="js/Stats.js"></script>

		<script type="text/javascript">

			var container, stats;

			var camera, scene, renderer, objects;
			var particleLight, pointLight;

			init();
			setInterval( loop, 1000 / 60 );

			function init() {

				container = document.createElement('div');
				document.body.appendChild(container);

				camera = new THREE.Camera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
				camera.position.y = 200;
				camera.position.z = 800;

				scene = new THREE.Scene();

				// Grid

				var geometry = new THREE.Geometry();
				geometry.vertices.push( new THREE.Vertex( new THREE.Vector3( - 500, 0, 0 ) ) );
				geometry.vertices.push( new THREE.Vertex( new THREE.Vector3( 500, 0, 0 ) ) );

				for ( var i = 0; i <= 10; i ++ ) {

					var line = new THREE.Line( geometry, new THREE.LineBasicMaterial( { color: 0xffffff, opacity: 0.2 } ) );
					line.position.y = - 120;
					line.position.z = ( i * 100 ) - 500;
					scene.addObject( line );

					var line = new THREE.Line( geometry, new THREE.LineBasicMaterial( { color: 0xffffff, opacity: 0.2 } ) );
					line.position.x = ( i * 100 ) - 500;
					line.position.y = - 120;
					line.rotation.y = 90 * Math.PI / 180;
					scene.addObject( line );

				}

				// Spheres

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				var geometry1 = new Sphere( 70, 32, 16, true );
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				var generatedTexture = new THREE.Texture( generateTexture() );
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				generatedTexture.image.loaded = 1;
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				var materials = [];
				materials.push( { material: new THREE.MeshLambertMaterial( { color: 0xdddddd, shading: THREE.FlatShading } ), overdraw: true, doubleSided: false } );
				materials.push( { material: new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0xdddddd, specular: 0x009900, shininess: 30, shading: THREE.FlatShading } ), overdraw: true, doubleSided: false } );
				materials.push( { material: new THREE.MeshNormalMaterial( ), overdraw: true, doubleSided: false } );
				materials.push( { material: new THREE.MeshBasicMaterial( { color: 0x665500, blending: THREE.AdditiveBlending } ), overdraw: false, doubleSided: true } );
				//materials.push( { material: new THREE.MeshBasicMaterial( { color: 0xff0000, blending: THREE.SubtractiveBlending } ), overdraw: false, doubleSided: true } );

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				materials.push( { material: new THREE.MeshLambertMaterial( { color: 0xdddddd, shading: THREE.SmoothShading } ), overdraw: true, doubleSided: false } );
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				materials.push( { material: new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0xdddddd, specular: 0x009900, shininess: 30, shading: THREE.SmoothShading } ), overdraw: true, doubleSided: false } );
				materials.push( { material: new THREE.MeshNormalMaterial( { shading: THREE.SmoothShading } ), overdraw: true, doubleSided: false } );
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				materials.push( { material: new THREE.MeshBasicMaterial( { color: 0xffaa00, wireframe: true } ), overdraw: false, doubleSided: true } );
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				materials.push( { material: new THREE.MeshDepthMaterial( { near: 1, far: 2000 } ), overdraw: true, doubleSided: false } );
				materials.push( { material: new THREE.MeshBasicMaterial( { map: generatedTexture } ), overdraw: true, doubleSided: false } );
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				materials.push( { material: new THREE.MeshLambertMaterial( { map: generatedTexture } ), overdraw: true, doubleSided: false } );
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				// Extra mesh to be broken down for MeshFaceMaterial
				
				var geometry2 = new Sphere( 70, 32, 16, true );
				
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				for ( var i = 0, l = geometry2.faces.length; i < l; i ++ ) {
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					var face = geometry2.faces[ i ];
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					if ( Math.random() > 0.7 ) face.material = [ materials[ Math.floor( Math.random() * materials.length )  ].material ];

				}

				materials.push( { material: new THREE.MeshFaceMaterial(), overdraw: false, doubleSided: true } );

				objects = [];

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				var sphere, geometry;
				
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				for ( var i = 0, l = materials.length; i < l; i ++ ) {
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					geometry = materials[ i ].material instanceof THREE.MeshFaceMaterial ? geometry2 : geometry1;
						
					sphere = new THREE.Mesh( geometry, materials[ i ].material );
					
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					sphere.overdraw = materials[ i ].overdraw;
					sphere.doubleSided = materials[ i ].doubleSided;

					sphere.position.x = ( i % 4 ) * 200 - 400;
					sphere.position.z = Math.floor( i / 4 ) * 200 - 200;

					sphere.rotation.x = Math.random() * 200 - 100;
					sphere.rotation.y = Math.random() * 200 - 100;
					sphere.rotation.z = Math.random() * 200 - 100;

					objects.push( sphere );

					scene.addObject( sphere );

				}

				particleLight = new THREE.Mesh( new Sphere( 4, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0xffffff } ) );
				scene.addObject( particleLight );

				// Lights

				scene.addLight( new THREE.AmbientLight( 0x202020 ) );

				var directionalLight = new THREE.DirectionalLight( Math.random() * 0xffffff );
				directionalLight.position.x = Math.random() - 0.5;
				directionalLight.position.y = Math.random() - 0.5;
				directionalLight.position.z = Math.random() - 0.5;
				directionalLight.position.normalize();
				scene.addLight( directionalLight );

				pointLight = new THREE.PointLight( 0xffffff, 1 );
				scene.addLight( pointLight );

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				renderer = new THREE.WebGLRenderer( scene );
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				renderer.setSize( window.innerWidth, window.innerHeight );

				container.appendChild( renderer.domElement );

				var debugCanvas = document.createElement( 'canvas' );
				debugCanvas.width = 512;
				debugCanvas.height = 512;
				debugCanvas.style.position = 'absolute';
				debugCanvas.style.top = '0px';
				debugCanvas.style.left = '0px';

				container.appendChild( debugCanvas );

				debugContext = debugCanvas.getContext( '2d' );
				debugContext.setTransform( 1, 0, 0, 1, 256, 256 );
				debugContext.strokeStyle = '#000000';

				stats = new Stats();
				stats.domElement.style.position = 'absolute';
				stats.domElement.style.top = '0px';
				container.appendChild(stats.domElement);

			}

			function generateTexture() {

				var canvas = document.createElement( 'canvas' );
				canvas.width = 256;
				canvas.height = 256;

				var context = canvas.getContext( '2d' );
				var image = context.getImageData( 0, 0, 256, 256 );

				var x = 0, y = 0;

				for ( var i = 0, j = 0, l = image.data.length; i < l; i += 4, j ++ ) {

					x = j % 256;
					y = x == 0 ? y + 1 : y;

					image.data[ i + 2 ] = Math.floor( x ^ y );
					image.data[ i + 3 ] = 255;

				}

				context.putImageData( image, 0, 0 );

				return canvas;

			}

			//

			function loop() {

				var timer = new Date().getTime() * 0.0001;

				camera.position.x = Math.cos( timer ) * 1000;
				camera.position.z = Math.sin( timer ) * 1000;

				for ( var i = 0, l = objects.length; i < l; i++ ) {

					var object = objects[ i ];

					object.rotation.x += 0.01;
					object.rotation.y += 0.005;

				}

				particleLight.position.x = Math.sin( timer * 7 ) * 300;
				particleLight.position.y = Math.cos( timer * 5 ) * 400;
				particleLight.position.z = Math.cos( timer * 3 ) * 300;

				pointLight.position.x = particleLight.position.x;
				pointLight.position.y = particleLight.position.y;
				pointLight.position.z = particleLight.position.z;

				renderer.render( scene, camera );

				stats.update();
			}
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			function log( text ) {
			
				var e = document.getElementById("log");
				e.innerHTML = text + "<br/>" + e.innerHTML;
				
			}
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		</script>

	</body>
</html>